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Author Topic: Aftermath  (Read 98890 times)
thatsteveguy
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Re: Aftermath
« Reply #285 on: October 19, 2004, 04:20:07 am »

Erm, it's Monday isn't it? I think I heard something about a new version of Aftermath... maybe I just hallucinated it.  Roll Eyes

-TSG
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Madgap
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Re: Aftermath
« Reply #286 on: October 19, 2004, 04:34:35 am »

Haha, yeah, but it'll be Monday for another 8.5 hours.
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thatsteveguy
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Re: Aftermath
« Reply #287 on: October 19, 2004, 04:58:39 am »

I think that in england it's Tuesday already.....
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Kaiser
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Re: Aftermath
« Reply #288 on: October 19, 2004, 02:34:24 pm »

Monday's over Tongue
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Madgap
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Re: Aftermath
« Reply #289 on: October 19, 2004, 11:01:55 pm »

I meant monday in Quasi-space.  Ok, ok, its up.  There are a number of new things, including a combo scripting/conversation system.  However, there aren't any conversations so you're going to have to wait until next release.  The only two things you are going to notice are: new ship models, and weapons (thanks to tsg), and some 'new' sounds.  You might want to wait until next release to download if you have a slow connection.  I've posted a few more details on the webpage.  
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thatsteveguy
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Re: Aftermath
« Reply #290 on: October 20, 2004, 02:15:47 am »

Hmmm, I tried sending you an email but apparently that address is no longer.

Anyway...

I like what you did with the texture for the new base Madgap. Did you figure out a way to convert from .x to 3ds so that you could do that? UV mapping has got to be so much better in Maya... Some day I will own it!!

I think I'll send you that starbase i'm doing now (Probably tomarrow), and maybe work on sounds for a while. Oh I also have a ZFP stinger and a Pkunk ship for you. Once again if there's anything particular you're looking for let me know and you got it.

Keep up the fantastic work!

-TSG
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Madgap
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Re: Aftermath
« Reply #291 on: October 20, 2004, 02:30:51 am »

Sorry about the email thing...I'm not clear on what happened, but somehow my parents messed up my account.  Comcast said that it should be back up 'soon'.

After a lot of searching I found a free piece of software that does all sorts of file conversions.  I forget what the name is, but I can get that for you if you want it.

For the next few releases I'd like to focus on getting the conversation/scripting system working, updating the fleet combat so its more fun, and add some much requested features like melee and a save/load game screen.

The primary purposes of this most recent release was to get me working on the project again.  I was getting too used to spending my weekends watching Robotech.

-Madgap
« Last Edit: October 20, 2004, 02:31:54 am by Madgap » Logged

Kaiser
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Re: Aftermath
« Reply #292 on: October 20, 2004, 12:58:56 pm »

TSG and Madgap.  Would it be possible to...  Tilt that new starbase a little bit?  So it's detail can be admired.
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FalconMWC
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Re: Aftermath
« Reply #293 on: October 20, 2004, 06:09:33 pm »

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Boy, I have had nothing but problems with this game!  Cry

Glad it works for everyone else though...  Wink


Aha! I am now the proud ower of a 64mb geforce X card! Only cost 15 bucks too. Wow, just starting out, but this game is awsome!

***starts playing......

Say.... Just stripped mined the first planet system - where are the enemy cargo ships? In hyperspace or in orbit in enemy sectors? All I found in hyperspace was just ships......

Great game!

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Madgap
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Re: Aftermath
« Reply #294 on: October 20, 2004, 11:24:24 pm »

I'm pretty sure I left the new cargo code in.  Here's how it works: each enemy starbase produces a certain amount of resources each turn that it can use to attack one of your starbases.  When you build a starbase within range of one of the enemy starbases, that enemy base begins to attack you.  All of the other starbases in the enemy empire notice this and begin sending supplies in cargo fleets.  They don't send them in a straight line, but rather to the nearest base on the way...so you end up with this tree like supply chain.

By attacking the enemy cargo fleets you will dramatically reduce the rate at which the enemy can attack your own base.  Again, your base has to be within range of their sensors for this to start up.

Also, there are some enemy cargo ships in hostile sectors, but I don't remember if they are carrying anything.

-Madgap
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Madgap
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Re: Aftermath
« Reply #295 on: November 01, 2004, 10:40:28 pm »

New version up.
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FalconMWC
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Re: Aftermath
« Reply #296 on: November 02, 2004, 04:06:17 am »

Awsome - keep up the good work!
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Re: Aftermath
« Reply #297 on: November 02, 2004, 01:11:24 pm »

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*Blur/Glow effect on lights. Some on planets as well to simulate atmosphere. Might be a framerate killer. I will include an option to turn it off in the next version.
*New damage model to add some depth to ship and weapon selection.
*Load/Save menu with multiple slots.
*Basic melee implementation. 1v1 against computer only.

Sounds great! I'll post some feedback when I get the chance to play it. I'm a little worried about that glow though, 0.65 was skittish on my machine even without it. :-/
« Last Edit: November 02, 2004, 01:14:16 pm by Halleck » Logged


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Re: Aftermath
« Reply #298 on: November 02, 2004, 06:29:45 pm »

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Unfortunately no OS X or Linux version is available.  The program uses DirectX.  I'd have to convert everything to OpenGL...which I would be glad to do! (For the low, low cost of 499.99 a week for the next two weeks.)


Sorry but I´m new here and I didn´t want to search throught 20 pages so I ask "Is there still nor MacOS X version of this game ?
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Madgap
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Re: Aftermath
« Reply #299 on: November 02, 2004, 10:10:21 pm »

Nope.  I'd have to convert the graphics and sound code to multi-platform in addition to the formats I use for the textures and models.


I'm thinking about changing combat a bit...right now battles with large amounts of ships are way too crazy...it's impossible to keep track of anything.  Also, fast ships have a big advantage because there space doesn't loop back on itself like in melee.  Anyone have any ideas?
« Last Edit: November 02, 2004, 10:12:32 pm by Madgap » Logged

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